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The King of Fighters XV/Omega Rugal

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The King of Fighters XV

OverviewStrategyDataCombosReplays

This dark arms merchant of death once ruled the world’s black market, and was never shy about digging his fangs into any fighter that dared challenge him. Through the power of Orochi, he was given life once again, until a group of fierce fighters brought his reign to an end. Now, due to Verse’s influence, he’s returned to the mortal realm to extract vengeance.
Jump: 43f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 7

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done both on the ground and in the air.

Throws

Scorpion Deathlock - / +

Scorpion Deathblow - / +

Command Normals

Double Tomahawk - / +

Special Moves

Dark Barrier - + / (*)

Genocide Cutter - + / (*)

Vanishing Rush - + / (*)

Reppuu Ken - + / (*)

Violent Ray - + / (*)

Super Special Moves

Gigantic Pressure - + / (!)

Desperate Ray - + / (!)

Climax Super Special Moves

Dread Fatal Wave - +

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

((2B > 2A)/(cl.C) > 4/6B > 623D = 213/240 dmg
(2B > 2B > 5B > 214A = 153 dmg

1 Meter

Anywhere
Corner

((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 623D = 374/409 dmg
((2B > 2A)/(cl.C) > 4/6B > 236BD, dash, 236A, cl.D > 214BD, 236A, 623D = 414/468 dmg

2 Meters

Anywhere
Placeholder

((2B > 2A)/(cl.C) > 4/6B > 236BD, 214AC, cl.D > 236C > 2363214A/C = 445/485 dmg
((2B > 2A)/(cl.C) > 4/6B > 236BD, dash, 236A, cl.D > 214AC, 236B > 236236B/D, 623D = 539/600 dmg

Gameplay Overview

One of the most legendary fighting game bosses of all time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials.

Rugal excels at zoning, and the midrange poking game. He has great normals like f.A, f.C, 2B, 2D, an incredible jump CD, and a fantastic Shatterstrike with powerful follow-ups, as well as multiple projectiles that cover multiple approach options, and a fullscreen super to keep opponents out, as well as effective specials that re-establish distance when the opponent gets too close. He has generous hit-confirms windows off of 6B, cl.D and cl.C, which he can use to combo into a number of powerful special moves.

If Rugal has meter, he can burn it to go into one of several wonderful EX special moves that give him ample opportunities for comboing midscreen and in the corner. His best feature is his defensive play: Rugal has two fireballs that cover different angles, the aforementioned fullscreen laser super that can be used as a punish, a reflector for returning projectiles in fireball wars, and one of the best DPs in the game with an EX version that sends people completely fullscreen. And if people somehow get past all of that, he also has a rushing hit-grab super that drags his unfortunate foes all the way to the corner on hit. This combined with his poking normals can make him very hard to approach, especially if the Rugal player varies up their options consistently.

Rugal's two biggest weaknesses are speed and his unusual gameplay. While Rugal's options are all pretty solid, they tend to be quite slow and committal, or very atypical. This makes him susceptible to being counterpoked, and he will require a bit more labbing than other characters just to figure out what move to use where in what situation. This becomes worse when taking his lack of many ways to burst approach or his lack of a good lariat/sobat. This requires Rugal to switch between two completely different styles of play (zoning/keep-away and offensive pressure), rather than seamlessly transitioning between them. You'll need to properly gauge the moment to stop keeping your opponent out and start trying to get in based on the situation, your opponent's playstyle, and the character matchup.

Overall, Rugal is a solid pick for someone who seeks a specialist character with little need for team specialization. His high reward off of solid neutral control, fantastic meter gain, and good pressure up close make him a viable pick for any position on any team, but his specificity also dictates that you must know him in and out in order to properly utilize his tools.

Rugal is a defensive character who excels at rewarding good reads.
Pros Cons
  • Strong Neutral: Rugal has several great pokes that help him control space from afar, including a massive, special cancelable far C. His Violent Ray projectile is also incredibly oppressive and can force opponents to engage him at very linear angles. Couple this all with a gigantic DP and the best reflector in the game, and you get a character who has an advantage in neutral against most characters, period.
  • Great Pressure: Several strong jump-ins, good low pokes, good blockstrings, a fast sweep, and one of the hardest to deal with pressure CDs in the game, Omega Rugal can keep an opponent locked down, stop them from escaping, and reset pressure with great efficiency.
  • Defense: Great anti-hop abare, a huge and powerful reversal DP, the best reflector in the game, great defensive pokes, an amazing Shatterstrike with great rewards, and projectiles that either stop run-ins or jump-ins. Rugal is, simply put, infuriating to try and approach.
  • Meter Burn: Rugal's supers and EX specials all provide him with great combo opportunities. Cancelling into Gigantic Pressure allows him to immediately end neutral and drag you to the corner, while Desperation Ray is a great combo ender and punish tool. His 0.5/1 meter damage is also very good.
  • Meter Gain/Efficiency: Rugal's specials all generate copious amounts of meter, with Genocide Cutter generating nearly a fourth of a bar alone. If he gets a solid starter, it's likely that much of the meter he spent will be refunded. This also results in Rugal having access to his powerful EX combos fairly early into a match even as a point character. A simple meterless combo into D Genocide Cutter will result in a hefty amount of meter build, while a basic 0.5 bar combo will only result in 1/8 of your meter being spent by the end of it, easily refilled by landing a single special.
  • Fatass Buttons: 5A eats hops for breakfast, 5B grants him great utility conversions off lights, 5C is evasive and huge and special cancelable, and 5D eats EVERYTHING for breakfast. His jC is gigantic and active, making it a fantastic air to air and general approach tool, and his jCD hits insanely deep to make sure nothing short of an invincible move will anti air it - be it during pressure or neutral. Rugal has a lot of tools to stop the opponent from just rushing in, they have to be patient. Which in turn allows him to go on the warpath.
  • No Easy Anti-Airs: Rugal's only reactive button anti air is clA. He has to rely on Genocide Cutter to AA otherwise.
  • Limited Midscreen Conversions: Rugal's lack of long range light conversions that deal... Any meaningful damage means he can't get much off midscreen neutral wins, causing his neutral to rely more on keepaway than converting to big damage. Rugal's basic jump-ins, starters, far C, and Shatterstrike are really the only conversions into full damage that he has.
  • Large Frame: Rugal is very wide and very, very, very tall. This makes him a much bigger target, and in a game where movement is important, this downside is far greater than one may expect.


Normals

Far Standing Normals

far A

far A
f.A
f.A
25 Mid super 6 4 14 -3 -5 - 30 60
  • Super long and quite active to make up for its recovery.

Annoying ass hop check. Despite its angle Rugal's entire arm is a hitbox so it eats hops like breakfast. Synergizes well with close A.

far B

far B
f.B
f.B
No longer hits low.
30 Mid special 6 2 14 -1 -3 - 30 60
  • Moves Rugal slightly forward.

Quick, good ranged poke and hit-confirm normal outside of 2A ranges. Won't combo into any EX moves Rugal has besides Genocide Cutter, but fortunately can combo into 623D at closer ranges for acceptable reward. You should most often combo into 214A as it's more reliable, however.

Doesn't really work well with his kit considering you can't catch hops.

far C

far C
f.C
f.C
70 Mid special 13 3 23 -5 -7 - 70 120

Evasive, long range normal that's hard to counterpoke.

  • Huge range. Does not catch hops.
  • Special cancellable as of Patch 1.62

If only it had less recovery or caught hops. This move recovers really slowly and can be easily whiff punished by a keen player, but it pretty much cannot be counterpoked due to how far back Rugal pulls himself during the startup. Also leads to EX Vanishing Rush on hitconfirm.

far D

far D
f.D
f.D
80 Mid super 11 5 20 -4 -6 - 70 120
  • Massive coverage and INSANELY active.
  • Great deal of pushback on block.

Throw this out to catch jump-ins, hops, approaches, and low profiles all in one. Just be wary that it has less range than far C.

Close Standing Normals

close A

close A
cl.A
cl.A
25 Mid command 5 4 9 +2 0 - 30 60
  • Catches full jumps.

Fantastic abare button because unlike most close A's the opponent can't just... full jump over it. Though Rugal has no 4f abare, the coverage he offers is amazing.

close B

close B
cl.B
cl.B
30 Mid command 4 4 6 +5 +3 - 30 60

Rugal's fastest and most plus button.

close C

close C
cl.C
cl.C
70 Mid command 6 3 21 -2 -4 - 70 (35+35) 120 (40+80)
  • Combo/blockstring filler.

Due to high pushback, if comboing in from a jump-in you either want to cancel the first hit, or omit the 6B follow-up.

close D

close D
cl.D
cl.D
80 (40+40) Mid command 10 2 (8) 5 19 -3 -5 - 80 (40+40) 120 (60+60)
  • First hit forces standing, allowing for combo routes with 214B/D.
  • First hit also causes a juggle state on airborne hit.
  • Both hits are cancellable.

Your main slow punisher and MAX Mode filler. Acts as a single hit despite dealing two, so canceling this button into a special into a super from MAX Mode will lead to drastically more damage than canceling from this button into 4B into the same stuff AND will lead to drastically more damage than a close C punish. Why? Idk.

Crouch Normals

crouch A

crouch A
2A
2A
25 Mid command 5 2 10 +3 +1 - 30 60

Very short stagger/hit-confirm tool. It's good enough at what it does.

  • Plus on block.

Use this in corner pressure instead of cl.C[1] to have more consistent pushback into a plus fireball off a deep jump in.

crouch B

crouch B
2B
2B
30 Low super 5 4 9 +2 0 - 30 60
  • Main low confirm. = on block instead of -1 because it's frame 5 I guess.

Very average 2B. Not as good as it initially seems in the grand scheme of things as the range doesn't matter much since you can't get confirms from it unless you're very close thanks to 2A's range. Frame 5 and this fact make it quite mediocre as abare.

crouch C

crouch C
2C
2C
70 Mid command 7 3 17 +1 -1 - 70 120
  • Has less range than his lights.
  • Whiff cancellable.

Useless normal for Rugal in every KOF entry he was in and nothing's different here. 2A has better range and still leads to good reward while being plus on block. Use your standing buttons for heavier confirms or punishes instead.

crouch D

crouch D
2D
2D
80 Low special 7 5 17 SKD (28: Tech / 55: Non-tech) -2 - 70 120
  • Moves Rugal slightly forward.
  • Whiff cancellable.
  • Grants a 6f safejump with buffered short hop.
  • Many characters cannot short hop punish this when you're plus.

Really stubby sweep made up for the fact that it's special cancelable on hit and whiff, while also recovering incredibly quickly for a sweep of its speed. Canceling into either projectiles or 236B are your best bets here.

Jump Normals

Jump A

jump A
j.A
j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 5 7 1 on ground - - - 30 50

jump jump

45 High - 5 7 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 6 1 on ground - - - 30 50

jump jump

45 High - 6 6 1 on ground - - - 30 60
  • Crosses up.

Neutral Jump B

neutral jump B
nj.B
nj.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 7 1 on ground - - - 30 50

jump jump

45 High - 6 9 1 on ground - - - 30 60
  • Effective air-to-air poke. While j.C is better for this, nj.B comes out a little faster, good for when you're under pressure. Hits as an instant overhead on characters with average crouch height or above.

Jump C

jump C
j.C
j.C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 8 1 on ground - - - 70 120
  • Doesn't hit super deep but can hit crouchers when timed well.

Would be the best air-to-air if Clark's j.D didn't exist. Wonderfully active with insane priority and range. It overshadows all of your other options when trying to air-to-air and for air approaches.

Jump D

jump D
j.D
j.D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 6 1 on ground - - - 70 120
  • Rugal's jump arc makes landing this into a combo tricky. Good timing required despite the frame data.

Kind of slow but very deep and very big jump in. Good for pressure and combos and not much else.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 9 - - -5 -7 - 30 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
75 Mid special 15 5 23 Splat - HKD (+72~+88) -5 - 100 160
  • The corner link doesn't work when spaced too close. Make sure you lab this.

VERY good stand CD. Has more range than it seems and has a very good tall hitbox because of how tall Rugal himself is. Combos into a very meaty 236A in the corner which can be linked into 2A 4B for massive damage. As such, it's a staple of Rugal's corner pressure. Can be whiff canceled for typical zoner shenanigans as well.

Shatter Strike

Shatter Strike
236CD
236CD
75 Mid - 15 6 27 Crumple - HKD(+96) -10 Armor: 4 to 14 (11 frames) 0 200
  • Basic Shatter Strike, but has long range. Has noticeable scaling when canceled into.

Rugal gets uniquely incredible reward off his Shatter Strike as a result of his special moves being so great for juggles and Genocide Cutter dealing so much damage. A cornered 236CD can turn the tides in your favor by side switching with 214AC cl.D 623K. There is very little reason to not use this tool on defense.

jump CD

jump CD
j.CD
j.CD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 15 7 1 on ground - - - 80 120

jump jump

90 Mid - 15 7 1 on ground - - - 80 140
  • Steep j.CD.

Poor as an air-to-air but fantastic for air-to-ground pressure. Pretty much anything at Rugal's feet loses to this move.

Throws

Scorpion Deathlock

Scorpion Deathlock
(close) 4/6C
(close) 4/6C
100 N/A - 1 1 0 HKD (+62) Unblockable - 0 0
  • Grants an easy safe jump with 5A as a frame kill.

Scorpion Deathblow

Scorpion Deathblow
(close) 4/6D
(close) 4/6D
100 N/A - 1 1 0 HKD (+48) Unblockable - 0 0
  • Description

Command Moves

Double Tomahawk

Double Tomahawk
4/6B
4/6B
100 (40+60) [60 (30+30)] Mid(1),High(2) [Mid] special(1), super 10 2 (12) 2 [2 (10) 2] 19 [19] 0 [-2] 0 [-2] - 50 (20+30) 100 (40+60)
  • Values in [] indicate values when cancelled into.
  • 2nd hit is overhead unless cancelled into.
  • Note that this mode can be input as either 4 or 6B. The most useful application for this is to cleanly cancel from Double Tomahawk into Dark Barrier (236K) without the risk of input overlap causing Genocide Cutter (623K) to occur. (i.e. input 2B > 2A > 4B > 236B in a block string/combo instead of 2B > 2A > 6B > 236B).

This is Rugal's most important button. It allows him to combo into all of his specials, adds an extra layer to his pressure, and has great range to boot. Hit-confirming into this off of 2A is how Rugal gets big damage off of close range tags. Although the second hit is an overhead, this will rarely catch aware players if the first one is blocked. Whiffing the first hit can enable sneaky overheads. The added pushback on block can make this move a safe blockstring ender, as well.

Special Moves

Dark Barrier

Dark Barrier
236B/D/BD
236B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

65 Mid super 6 14 27 SKD (33: Tech / 60: Non-tech) -2 - 40 40

D D

70 Mid super 11 22 19 SKD (33: Tech / 60: Non-tech) -2 - 40 40

BD BD

80 Mid - 15 22 19 Crumple - HKD(+107) 0 - 0 70
  • Reflects projectiles, including EX and supers.
  • Safe on block.
  • Recovery is significantly shorter if it manages to reflect a projectile.
  • Reflected projectiles get sent back at a much higher speed.
  • Both normal version combo from lights. B version in particular combos even at max range where all Genocide Cutters (623K) would miss.
    • Light Vanishing Rush (214A) is better as a light confirm ender as does more damage while still being super cancellable.
  • EX version combos from heavies and causes a crumple. This leads to very high damage in corners through proper spacing into 236A, 5D(1) > 236A, 623D for just 0.5 meter.

Despite its low range, the speed, active frame duration, and relative safety is more than enough to make up for it. Can be used to catch hops and approaches, and when buffered behind 5B, makes it quite annoying as a 91 damage, 6 frame, soft knockdown poke. Can be cancelled into supers on reaction if you're sharp, or just buffer the super input from ranges where the opponent is likely to run into it. Hop normals that reduce the opponent's hurtbox, such as Iori's j.CD, are more consistent at getting over it.

Be careful as although the special is safe on block, it has a fairly long whiff recovery.

Genocide Cutter

Genocide Cutter
623B/D/BD
623B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 (60+60) Mid - 6 8 47 (31 on ground) SKD (31: Tech / 58: Non-tech) -36 Full Body: 1 to 8 (8 Frames) 80 (40+40) 40

D D

159 (40+40+90) Mid - 9 8 (11) 3 52 (21 on ground) SKD (26: Tech / 53: Non-tech) -55 Full Body: 1 to 15 (15 Frames) 100 (40+60) 40

BD BD

197 (30+30+60+100) Mid - 6 10 (11) 3 52 (21 on ground) HKD (55) -57 Full Body: 1 to 14 (14 Frames) 0 40
  • All versions have full invulnerability.
  • EX version causes a hard knockdown.
  • D version is Raw MAX Mode punishable.
  • B version stays in place, D and EX versions move Rugal forward.
  • B version grants a safe jump but it has to be timed manually.
  • Both hits are very active on both B and D versions.

The ever-infamous Genocide Cutter. The most damaging DP in the game with generous invulnerability and active frames, more than capable of blowing up any move that comes into contact with it. Compared to other DPs, Genocide Cutter does not have a quicker but upper body invulnerable version, meaning Rugal needs to react quicker to jump-ins than others.

The B version is the quickest and "safest" of the bunch - recovering as fast as a light DP while having the properties typical of a heavy - while the D version is best used as a combo ender thanks to its very high damage and meter gain. Exercise heavy caution using the D and EX versions as reversals or anti-airs, as they are excruciatingly slow to recover and will often result in Rugal being hit with the opponent's strongest starters. If you can react in time to a jump-in however, it is highly rewarding.

The EX version applies a hard knockdown but pushes Rugal back on the final hit alongside launching the opponent fullscreen. Fortunately, this doesn't matter in the corner as Rugal will only be pushed back a tiny bit.

Vanishing Rush

Vanishing Rush
214A/C/AC
214A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid super 13 5 20 HKD (69) -6 - 60 80

C C

100 Mid super 29 1 26 HKD (75) +2 - 60 100

AC AC

110 (10*5+60) Mid - 15 1 (2) 1 (2) 1 (2) 1 (2) 1 (3) 1 26 Juggle, SKD (40: Tech* / 67: Non-tech) -8 - 0 110 (10*5+60)
  • C version is plus on block.
  • EX version launches and is a staple combo tool.

A version is a hit-confirm tool and nothing more. It is always very unsafe, has no invincibility, has an awful hitbox, and puts Rugal point blank. The same goes for his EX, which is even less safe and gives your opponent more time to react on block. It's highly inadvisable to use this in neutral over his other specials.

The C version on the other hand is quite slow, but thanks to being plus it's much more rewarding should you manage to get the opponent to block it. Will catch jumps after a stand CD, and catches hops otherwise, making it fantastic for enforcing fireball pressure. It also provides excellent corner carry due to the distance Rugal travels, the distance the opponent is thrown on hit, and the fact that the C version is a hard knockdown, allowing Rugal plenty of time to continue the pressure. Will also catch airborne opponents after a counter hit CD.

Reppuu Ken

Reppuu Ken
236A/C/AC
236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 17 Full Screen Projectile 28 -2 (Close Range) to 26 (Max Range) -4 (Close Range) to 24 (Max Range) - 40 40

C C

70 Mid super 15 Full Screen Projectile 36 -10 (Close Range) to 24 (Max Range) -12 (Close Range) to 23 (Max Range) - 40 40

AC AC

87 (40+50) Mid - 17 Full Screen Projectile 30 Juggle, SKD (28: Tech / 55: Non-tech) - Close -1 (Close Range) to 20 (Max Range) - 0 60 (20+40)
  • A version is slow, C version is fast.
  • A version is plus at ranges outside of point blank.
  • EX version hits multiple times.
  • Cannot be used if another Reppuu Ken or a Violent Ray (214K) is on screen.
  • Can be canceled on whiff into MAX Gigantic Pressure (2363214/AC) or MAX Desperate Ray (236236BD) to anti-air the opponent if they roll/jump over the Reppuu Ken at mid range.
  • EX version can be hit-confirmed into laser from any range. Use this to win fireball wars with style.

Typical zoning tool but has quite a bit less recovery and more hitstun than your average ground-based fireball, making it a great asset in corner combos and pressure in general.

Violent Ray

Violent Ray
214B/D/BD
214B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid super 12 Full Screen Projectile 33 -1 (Close Range) to 32 (Max Range) -3 (Close Range) to 30 (Max Range) - 40 40

D D

80 Mid super 12 Full Screen Projectile 33 -1 (Close Range) to 32 (Max Range) -3 (Close Range) to 30 (Max Range) - 40 40

BD BD

92 (45+50) Mid - 12 Full Screen Projectile 32 Juggle, SKD (44: Tech / 71: Non-tech) -3 (Close Range) to 20 (Max Range) - 0 80 (40+40)

Projectile with incredibly fast startup. The hitbox on this makes it great for forcing opponents to approach far more linearly, which allows you to beat them at the game you want to play. Especially abusable against characters that cannot run under it, since they're also going to have a hard time jumping over it.

  • B version is slow, D version is fast.
  • Can be ducked by all characters.
  • Can be avoided by running or just by standing by some characters.
  • Non-EX versions cause an air reset state on airborne hit.
  • Cannot be used if another Violent Ray or a Reppuu Ken (236P) is on screen.
  • Characters that cannot run under Violent Ray:
Antonov, Athena, Clark, Kim, Kula, Kyo, Maxima, Meitenkun, Ralf, Ramon, Robert, Ryo, Shermie, Shingo, Vanessa

Super Special Moves

Gigantic Pressure

Gigantic Pressure
2363214A/C/AC
2363214A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

200 Mid advanced, climax 9 33 34 HKD (+58) -25 Full Body: 1 to 8 (8 Frames) 0 0

AC AC

350 (150+200) Mid climax 7 31 32 HKD (+57) -25 Full Body: 1 to 13 (13 Frames) 0 0
  • Guarantees corner carry.
  • MAX version has full body invulnerability.

Strong combo super that results in full corner carry. Not quite optimal for 1.5 bar combos, but close enough to where the corner carry is usually worth the damage lost. MAX version has invincibility, but Rugal has better reversal options for less meter.

Desperate Ray

Desperate Ray
236236B/D/BD
236236B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

180 [150] Mid advanced, climax 9 30 33 HKD (62 - Close Range to 71 - Max Range) -32 (Close Range) to -23 (Max Range) Full Body: 1 to 4 (4 Frames) 0 0

BD BD

333 (200+133) Min:170 Mid climax 7 60 (20) 52 59 HKD (8 - Close Range to 15 - Max Range) -42 (Close Range) to -60 (Max Range) 2nd hit Full Body: 1 to 11 (11 Frames) 0 0
  • Can OTG opponents. Values in [] indicate damage when the move OTGs.
  • MAX version doesn't combo properly on its 2nd hit when used to OTG.

Fantastic fullscreen beam super that catches literally everything and has very low recovery for a super. Also important in 1.5 bar corner juggles from EX Vanishing Rush, as 236B > 236236B will let you juggle afterward. You can use this as a hit-confirm for an EX fireball from fullscreen for a cheeky 300 damage fireball. The hitbox continues to cover the screen regardless of the animation, meaning it cannot be rolled through.

Climax Super Special Moves

Dread Fatal Wave

Dread Fatal Wave
2141236CD
2141236CD
450 (50+50+50+5*20+200) Min:235 Mid - 6 32 84 HKD (+6) -27 Full Body: 1 to 17 (17 Frames) 0 0

Due to the low minimum damage, you want to maintain as little scaling as possible when canceling into this. As such, it's advisable to not cancel into this super unless it either kills, or it is a MAX confirm that does not have 4/6B (cl.D is our best move to follow up a MAX cancel with, adding 4/6B will actually make cancels into this deal LESS damage because of the scaling).

Misc

The depiction of Rugal's Genocide Cutter in KOF XV actually references every version of the attack in each of his appearances:

  • Light Genocide Cutter (623B) is the original version from KOF 94, where Rugal does a single swipe while rising straight up.
  • Heavy Genocide Cutter (623D) is Omega Rugal's version from KOF 98, which includes the second hit.
  • EX Genocide Cutter (623BD) is the version Omega Rugal uses in KOF 2002, adding the third hit.

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Alt Color 1
Alt Color 2
Alt Color 3
Alt Color 4
Alt Color 5
Alt Color 6
Alt Color 7
Alt Color 8


Videos

{{#ev:youtube|pO5qI_RyXT0|||Omega Rugal Reveal Trailer|frame}}


The King of Fighters XV

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The King of Fighters XV
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